yuzu/src/shader_recompiler/backend/glsl/emit_context.h

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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <string>
#include <utility>
#include <fmt/format.h>
#include "shader_recompiler/backend/glsl/reg_alloc.h"
#include "shader_recompiler/stage.h"
namespace Shader {
struct Info;
struct Profile;
} // namespace Shader
namespace Shader::Backend {
struct Bindings;
}
namespace Shader::IR {
class Inst;
struct Program;
} // namespace Shader::IR
namespace Shader::Backend::GLSL {
class EmitContext {
public:
explicit EmitContext(IR::Program& program, Bindings& bindings, const Profile& profile_);
template <Type type, typename... Args>
void Add(const char* format_str, IR::Inst& inst, Args&&... args) {
code += fmt::format(format_str, reg_alloc.Define(inst, type), std::forward<Args>(args)...);
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// TODO: Remove this
code += '\n';
}
template <typename... Args>
void AddU1(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::U1>(format_str, inst, args...);
}
template <typename... Args>
void AddU32(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::U32>(format_str, inst, args...);
}
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template <typename... Args>
void AddS32(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::S32>(format_str, inst, args...);
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}
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template <typename... Args>
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void AddF32(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::F32>(format_str, inst, args...);
}
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template <typename... Args>
void AddS64(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::S64>(format_str, inst, args...);
}
template <typename... Args>
void AddU64(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::U64>(format_str, inst, args...);
}
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template <typename... Args>
void AddF64(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::F64>(format_str, inst, args...);
}
template <typename... Args>
void AddU32x2(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::U32x2>(format_str, inst, args...);
}
template <typename... Args>
void AddF32x2(const char* format_str, IR::Inst& inst, Args&&... args) {
Add<Type::F32x2>(format_str, inst, args...);
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}
template <typename... Args>
void Add(const char* format_str, Args&&... args) {
code += fmt::format(format_str, std::forward<Args>(args)...);
// TODO: Remove this
code += '\n';
}
std::string code;
RegAlloc reg_alloc;
const Info& info;
const Profile& profile;
private:
void SetupExtensions(std::string& header);
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void DefineConstantBuffers();
void DefineStorageBuffers();
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void DefineHelperFunctions();
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};
} // namespace Shader::Backend::GLSL